12. Promote Overall Team Experience
› It adds up
What’s Your Specialty?
› Tout your team’s USP
Tell Your Story!
› Everyone loves a good story
Toot Your Own Horn
› List Awards and Honors
13.
14. Core Mechanic
› Simple & expandable
Games as Service
› Program it like a TV series
Original versus Adaptation
› The benefit of refinement
Angry Birds
Candy Crush Saga
Tentacles
Narrative Context
› Emotional vs Numbers
15.
16. Identifying your audience
› Something for everyone = nothing for no one
Where and when are people playing?
What are your audience’s non-game
behaviors?
Game audience versus purchaser
Community building
17.
18. What does it all add up to?
What will excite people?
What’s NEW?
Secret sauce!!
MAGIC!!
19.
20. App-roach
› Free-to-Play
› Premium
› Paymium
DESIGN for monetization before you are
made to!
Publisher perspectives
21. Don’t just pitch: Perform!
Don’t just read: Elaborate!
KNOW your audience
Practice! Practice! Practice!
Practice interruptions
SUCCEED!!
22. Other Considerations
› Prototype if at all possible
› Demonstrate your affinity for the
IP
› Ensure pitch materials are IP and
audience-appropriate
› Be flexible but not wishy-washy
Hinweis der Redaktion
Presenting Yourself
Clear Vision and Value Proposition
Short Presentations
Answer 5 questions:
Who are you?
What Is It?
Who is it For?
Why Should I Care?
How will it make money?
Short Presentations
Answer 5 questions:
Who are you?
What Is It?
Who is it For?
Why Should I Care?
How will it make money?
Short Presentations
Answer 5 questions:
Who are you?
What Is It?
Who is it For?
Why Should I Care?
How will it make money?
Games as service—scheduled content, sitcom model
Short Presentations
Answer 5 questions:
Who are you?
What Is It?
Who is it For?
Why Should I Care?
How will it make money?
Games as service—scheduled content, sitcom model
Narrow targeting
Family versus kid
Cognitive ability & dexterity